Architectural Approach to Level Design: Second Edition

Totten, Christopher W.

  • 出版商: A K Peters
  • 出版日期: 2019-05-10
  • 售價: $2,625
  • 貴賓價: 9.5$2,494
  • 語言: 英文
  • 頁數: 625
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 081536136X
  • ISBN-13: 9780815361367
  • 相關分類: 使用者經驗 UX遊戲設計 Game-design
  • 立即出貨 (庫存=1)

商品描述

Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture.

 

Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory.

FEATURES

 

 

 

 

 

 

 

 

 

 

  • Presents case studies that offer insight on modern level design practices, methods, and tools
  • Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics
  • Explores how historical structures can teach us about good level design
  • Shows how to use space to guide or elicit emotion from players
  • Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals

Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.

商品描述(中文翻譯)

由一位受過建築訓練的遊戲開發者和教授撰寫,《遊戲關卡設計的建築方法》是首批將建築和空間設計理論與關卡設計領域結合的書籍之一。它通過建築的背景和歷史探索關卡設計的原則。

現在的第二版《遊戲關卡設計的建築方法》介紹了建築技巧和理論,供您在自己的工作中使用。作者以不同的方式將建築和關卡設計相連,涉及設計師如何構建空間的實際元素以及人們如何以何種方式與該空間互動的體驗元素。它還解決了行業問題,例如如何建立有趣的教學關卡以及如何在不失去手工關卡的以玩家為中心設計的情況下使用計算機生成的關卡設計系統。在整本書中,您將學習到空間佈局技巧,通過遊戲空間喚起情感以及通過建築理論創建更好的關卡。

特點:
- 提供案例研究,深入了解現代關卡設計的實踐、方法和工具
- 提供來自行業設計師、獨立遊戲開發者、科學家、心理學家和學者的觀點
- 探討歷史建築如何教導我們關於良好關卡設計的知識
- 展示如何使用空間引導或引起玩家的情感
- 包括章節練習,鼓勵您在數字原型、遊戲測試、紙質模型和設計日誌中應用章節中的原則

本書將遊戲設計和建築相關主題結合在一起,幫助您為遊戲創建更好的空間。這本書與軟件無關,討論了您可以在創造互動世界時使用的工具和技術。

作者簡介

Chris Totten is Game Artist in Residence at American University. He has contributed to several independent game productions as an artist, animator, level designer, game designer, and project manager. Totten is also an active writer in the game industry, with articles featured on VideoGameWriters.com, GameCareerGuide, and Gamasutra. He has also published a book entitled Game Character Creation with Blender and Unity. Totten's writings on interdisciplinary approaches to game design have earned him guest speaking appearances at GDC China, Dakota State University's Workshop on Integrated Design in Games, and East Coast Game Conference.

作者簡介(中文翻譯)

Chris Totten是美國大學的遊戲藝術家駐校藝術家。他在多個獨立遊戲製作中擔任藝術家、動畫師、關卡設計師、遊戲設計師和專案經理的角色。Totten也是遊戲行業中的活躍作家,他的文章曾刊登在VideoGameWriters.com、GameCareerGuide和Gamasutra等網站上。他還出版了一本名為《使用Blender和Unity創建遊戲角色》的書籍。Totten對跨學科遊戲設計方法的研究使他獲得了在GDC China、Dakota State University的遊戲整合設計研討會以及East Coast Game Conference上擔任嘉賓演講的機會。